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  <div class="headertitle"><div class="title">CrypticCabinet.Utils Namespace Reference</div></div>
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="namespaces" name="namespaces"></a>
Namespaces</h2></td></tr>
<tr class="memitem:namespace_cryptic_cabinet_1_1_utils_1_1_audio" id="r_namespace_cryptic_cabinet_1_1_utils_1_1_audio"><td class="memItemLeft" align="right" valign="top">namespace &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespace_cryptic_cabinet_1_1_utils_1_1_audio.html">Audio</a></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:namespace_cryptic_cabinet_1_1_utils_1_1_interactive_objects" id="r_namespace_cryptic_cabinet_1_1_utils_1_1_interactive_objects"><td class="memItemLeft" align="right" valign="top">namespace &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespace_cryptic_cabinet_1_1_utils_1_1_interactive_objects.html">InteractiveObjects</a></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:namespace_cryptic_cabinet_1_1_utils_1_1_transformers" id="r_namespace_cryptic_cabinet_1_1_utils_1_1_transformers"><td class="memItemLeft" align="right" valign="top">namespace &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespace_cryptic_cabinet_1_1_utils_1_1_transformers.html">Transformers</a></td></tr>
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Classes</h2></td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_cryptic_cabinet_1_1_utils_1_1_blackout_volume.html">BlackoutVolume</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">A volume that triggers a blackout effect for the player. Used to hide the inside of the main puzzle objects during the gameplay.  <a href="class_cryptic_cabinet_1_1_utils_1_1_blackout_volume.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_cryptic_cabinet_1_1_utils_1_1_blob_shadow_runner.html">BlobShadowRunner</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Runs placing a blob shadow on a surface below the target object.  <a href="class_cryptic_cabinet_1_1_utils_1_1_blob_shadow_runner.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_cryptic_cabinet_1_1_utils_1_1_ceiling_placer.html">CeilingPlacer</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Moves an object to ceiling height if the CeilingHeightDetector is spawned.  <a href="class_cryptic_cabinet_1_1_utils_1_1_ceiling_placer.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_cryptic_cabinet_1_1_utils_1_1_display_version_number.html">DisplayVersionNumber</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Responsible for showing the version number for the app.  <a href="class_cryptic_cabinet_1_1_utils_1_1_display_version_number.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_cryptic_cabinet_1_1_utils_1_1_enable_for_game_phase.html">EnableForGamePhase</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Enables or disables the desired game objects only if we are in the specified game phase.  <a href="class_cryptic_cabinet_1_1_utils_1_1_enable_for_game_phase.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_cryptic_cabinet_1_1_utils_1_1_enable_touch_visual_on_hover.html">EnableTouchVisualOnHover</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Toggles the TouchHandGrabInteractorVisual enable state so it can only override the hand pose state when touches are active.  <a href="class_cryptic_cabinet_1_1_utils_1_1_enable_touch_visual_on_hover.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_cryptic_cabinet_1_1_utils_1_1_follow_user_camera.html">FollowUserCamera</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Updates the transform of the object it is attached to, following the one of the specified primary camera. Position, rotation, and local scale are used from the followed user camera.  <a href="class_cryptic_cabinet_1_1_utils_1_1_follow_user_camera.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_cryptic_cabinet_1_1_utils_1_1_follow_user_gaze.html">FollowUserGaze</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Utility script to make UI follow the user's gaze, so that it can stay within the field of view of the camera.  <a href="class_cryptic_cabinet_1_1_utils_1_1_follow_user_gaze.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_cryptic_cabinet_1_1_utils_1_1_force_controller_grab_unselect.html">ForceControllerGrabUnselect</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Utility class to force unselect when no mask button is, and disable select until at least one mask button is pressed on the controller.  <a href="class_cryptic_cabinet_1_1_utils_1_1_force_controller_grab_unselect.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_cryptic_cabinet_1_1_utils_1_1_force_snap.html">ForceSnap</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Force the snapping of a specified object onto a target snap zone.  <a href="class_cryptic_cabinet_1_1_utils_1_1_force_snap.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_cryptic_cabinet_1_1_utils_1_1_grab_pass_ownership.html">GrabPassOwnership</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Establishes the state authority ownership transfer to grant a grabbing action. This is to guarantee that whenever a player tries to grab an object, that player will be the only one able to grab that object assuming the state authority was acquired. When another player tries to grab an object, the state authority change is requested before allowing the grab of the object for that other player.  <a href="class_cryptic_cabinet_1_1_utils_1_1_grab_pass_ownership.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_cryptic_cabinet_1_1_utils_1_1_layer_snap_manager.html">LayerSnapManager</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Defines the rules to allow the snapping of objects belonging to the expected snap layer. This is to only allow the snap of snappable objects to the expected snap areas.  <a href="class_cryptic_cabinet_1_1_utils_1_1_layer_snap_manager.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><b>ListShuffle</b></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Provides functionality to shuffle a IList. Based on post here: <a href="https://stackoverflow.com/a/1262619">https://stackoverflow.com/a/1262619</a>. <br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_cryptic_cabinet_1_1_utils_1_1_maths_utils.html">MathsUtils</a></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_cryptic_cabinet_1_1_utils_1_1_move_transform_with_controller.html">MoveTransformWithController</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Moves the transform of this object following the trajectory of the desired Quest controller. Stops the move when the desired trigger is pressed.  <a href="class_cryptic_cabinet_1_1_utils_1_1_move_transform_with_controller.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_cryptic_cabinet_1_1_utils_1_1_networked_collision_authority.html">NetworkedCollisionAuthority</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Support for collision with conditional state authority.  <a href="class_cryptic_cabinet_1_1_utils_1_1_networked_collision_authority.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_cryptic_cabinet_1_1_utils_1_1_networked_snap_handler.html">NetworkedSnapHandler</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">A networked handler for snap actions in multiplayer session.  <a href="class_cryptic_cabinet_1_1_utils_1_1_networked_snap_handler.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_cryptic_cabinet_1_1_utils_1_1_networked_snapped_object.html">NetworkedSnappedObject</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Describes a networked snappable object for all users in a session.  <a href="class_cryptic_cabinet_1_1_utils_1_1_networked_snapped_object.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_cryptic_cabinet_1_1_utils_1_1_network_singleton.html">NetworkSingleton</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Ensures that a specified network object only exists uniquely, following the singleton pattern.  <a href="class_cryptic_cabinet_1_1_utils_1_1_network_singleton.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_cryptic_cabinet_1_1_utils_1_1_object_placement_manager.html">ObjectPlacementManager</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">The manager responsible for the object placements in the room during scene setup.  <a href="class_cryptic_cabinet_1_1_utils_1_1_object_placement_manager.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_cryptic_cabinet_1_1_utils_1_1_object_placement_validator.html">ObjectPlacementValidator</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Singleton validator for the placement of all objects in the real room during scene setup.  <a href="class_cryptic_cabinet_1_1_utils_1_1_object_placement_validator.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_cryptic_cabinet_1_1_utils_1_1_object_placement_visualiser.html">ObjectPlacementVisualiser</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">A visualizer to help with the object placement during scene setup. Note: Rigid body necessary to detect trigger events on enter and exit.  <a href="class_cryptic_cabinet_1_1_utils_1_1_object_placement_visualiser.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_cryptic_cabinet_1_1_utils_1_1_oculus_platform_utils.html">OculusPlatformUtils</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Utility class to configure the Oculus platform.  <a href="class_cryptic_cabinet_1_1_utils_1_1_oculus_platform_utils.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_cryptic_cabinet_1_1_utils_1_1_one_grab_free_transformer_raw.html">OneGrabFreeTransformerRaw</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">A Transformer that moves the target in a 1-1 fashion with the GrabPoint. Simplified to place exactly where the grab point is calculated to be.  <a href="class_cryptic_cabinet_1_1_utils_1_1_one_grab_free_transformer_raw.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_cryptic_cabinet_1_1_utils_1_1_one_grab_rotate_transformer_extended.html">OneGrabRotateTransformerExtended</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">A copy of OneGrabRotateTransformer but with a function exposed to allow the resetting of the _constrainedRelativeAngle value after force resetting the switch.  <a href="class_cryptic_cabinet_1_1_utils_1_1_one_grab_rotate_transformer_extended.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_cryptic_cabinet_1_1_utils_1_1_pending_tasks_handler.html">PendingTasksHandler</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">An utility class that can execute a sequence of pending actions at a later time. It offers a mechanism to perform an action immediately if it can be executed, or to delay its execution to a future time once it can be executed.  <a href="class_cryptic_cabinet_1_1_utils_1_1_pending_tasks_handler.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_cryptic_cabinet_1_1_utils_1_1_physics_toggle_switch.html">PhysicsToggleSwitch</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Controls when to enable or disable the physics programmatically in a multiplayer session.  <a href="class_cryptic_cabinet_1_1_utils_1_1_physics_toggle_switch.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_cryptic_cabinet_1_1_utils_1_1_reposition_when_far_away.html">RepositionWhenFarAway</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Convenient class to reposition objects when they are too far away from their original position. This is used for example as a backup if any object would fall under the floor.  <a href="class_cryptic_cabinet_1_1_utils_1_1_reposition_when_far_away.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_cryptic_cabinet_1_1_utils_1_1_simple_scene_object_placer.html">SimpleSceneObjectPlacer</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Establishes where a specific object should be placed into the real room depending on the object type, and on whether it should be placed on a wall or at ground level.  <a href="class_cryptic_cabinet_1_1_utils_1_1_simple_scene_object_placer.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_cryptic_cabinet_1_1_utils_1_1_string_constants.html">StringConstants</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Simple utility class for string constants.  <a href="class_cryptic_cabinet_1_1_utils_1_1_string_constants.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_cryptic_cabinet_1_1_utils_1_1_thread_safe_random.html">ThreadSafeRandom</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">A thread safe source of random.  <a href="class_cryptic_cabinet_1_1_utils_1_1_thread_safe_random.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_cryptic_cabinet_1_1_utils_1_1_trigger_event_on_gaze.html">TriggerEventOnGaze</a></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_cryptic_cabinet_1_1_utils_1_1_u_i_raycast_utility.html">UIRaycastUtility</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Used to assist in selecting UI when distance grab interactors are present.  <a href="class_cryptic_cabinet_1_1_utils_1_1_u_i_raycast_utility.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_cryptic_cabinet_1_1_utils_1_1_v_f_x_cone.html">VFXCone</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Represents a cone volume for VFX.  <a href="class_cryptic_cabinet_1_1_utils_1_1_v_f_x_cone.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_cryptic_cabinet_1_1_utils_1_1_v_f_x_cone_binder.html">VFXConeBinder</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Binder class for ConeInformation for the visual effect graph. Adapted from package script: UnityEngine.VFX.Utility.VFXPlaneBinder.  <a href="class_cryptic_cabinet_1_1_utils_1_1_v_f_x_cone_binder.html#details">More...</a><br /></td></tr>
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